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[✗] [Magic Lore] The Enlightened - The Servants of Aeriel


AstriaS
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Author's note:

Hi, hello. The forums got a little angry with my formatting in a couple spots. Please look at this google doc instead for the true, full experience instead, if it bothers you too much.

https://docs.google.com/document/d/1fi4ic05OSLhPIjLfESRUa5PAPKpMVmOQDWw0BPDXP7A/edit?usp=sharing

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The Servants of Aeriel

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[Art by Alexander Mokhov]


 


 

Origin

    Long had it been since Aeriel’s great conflicts with the Betrayer. Long had it been since her divine agents, the Ascended, had walked the mortal plane, acting in her name. Long had it been since her gifts had graced a mortal soul. Her influence on the earth- her power- had diminished considerably. And yet the Descendants had persevered. She had seen their resolve firsthand in Korvassa when, threatened by the Host of Damnation, the sons and daughters of Horen, Malin, Krug and Urguan had risen up in blessed, righteous defiance. Perhaps they did not need her. And so did she wait- wait as the shadow of old enemies loomed, ever foreboding with all their corruption and torment.

    In the endless limbo of Ebrietæs, She spied collections of wayward, wandering spirits, each a disheveled remnant of what they had been in life, warped, twisted and lost in the grey eternity as they were. She sensed that theirs had been tales of agony, of anguish, and she felt something of a sympathy for them, sorrowful and solemn. Yet, there was little recourse for them now, doomed to roam endlessly. Instead, the Caretaker turned her gaze to the world of mortals once more, and saw as their spirits continued to lead a tortured existence, wanting for reprieve. This she found most disappointing, and it struck a chord deep within her being.

 

For too long, the precious souls of mortalkind had been subject to corruption.

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    A woman, her name and birth forgotten to time, wandered the forests. By her lonesome, of course, she was carefree- and perhaps oblivious. She was a peaceful woman, and this was a peaceful wood. There was little trouble that could arise in such a place, after all. And yet, as she knelt by a stream to fill her flask, a burning pain coursed up her left thigh. A viper, brown as the forest floor, had struck her just above the knee, and its venom now burned in her veins. It was a painful end; tear-filled and without dignity. She had thought to make it to the city for care, but she would not arrive. Instead, she was greeted by a great darkness- the final day… or so she thought. As luck would have it, that was not to be her fate.

 

‘Such sorrow… You will do.’ A voice rang in that stygian shroud of near-death, its otherworldly tones at once comforting and unsettling both. ‘Fear not, my child. You are in able hands.’

 

The woman, stuck in nothingness, could not respond.

 

‘I will return you, should you wish for it. Have you the will to stand, if I grant you the chance?’

 

The woman’s spirit, lamenting her rotten luck, still could not speak. But, she still felt it somewhere inside her- the will to live.

 

‘I thought as much. You will return as my agent, and will carry with you my compassion.’ stated she, the chorus of her many voices sounding pleased. ‘Go now, child, with my blessing. When next we meet, I hope to welcome you on happier winds.’

 

    The woman awoke shortly after. A fever dream, she thought. She had beaten the venom. Or perhaps she had dreamt of the viper and its bite? Yet that could not be; she had found the scar where the fangs had punctured her skin. In that moment she noticed a chorus of whispers rattling in the back of her mind like leaves in the wind, and she chanced to glimpse her reflection in the water’s surface. Her eyes, once a mundane blue, had taken on a silver glow.

 

Aeriel’s Blessing had returned to the world.

-29OGz_DrYAxQj2itWoOJUImiKkRTuPADnM5FQXQg2pQW0hAc8XL6gf_Cz2jTgLHUKM4FUgExsEJGuZi6KHbTqlnPRgCrLfbC_SVN_h_pQDraP8a6BZBAtQVtIXYbnw1GbwWVvLA

The Mission of the Enlightened

    To be a servant of Aeriel is to be an agent of Her will; to show compassion where it is needed, and to dole out harsh mercies where they are warranted. The Enlightened, as one of those servants, is blessed with powers both curative and harmful- the power to alleviate the pains of the wounded, as well as the power to bring Her enemies to heel. By Her wishes and bound by Her Strictures, they strive to bring succor to the suffering, light to the darkness, and correction to the wayward. Their mission is to defend the purity of the souls that still walk the mortal plane and to further ensure those souls’ unmolested passage to the Soul Stream; to safeguard the natural flow of life and death, and to free the world from unholy corruptions. They do not, however, seek violence or conflict, raising blade and bow only when they must, for to take life is to bring further suffering to the world.

Details

- Enlightenment is a Deific magic dedicated to Aeriel, the Caretaker of Souls, and takes up 3 Magic slots.

- Connection may only be conducted by an Enlightened with a valid TA.

- A player may make a TA at T5 after learning the Rite of Consecration.

- Enlightenment is incompatible with dark and voidal magics, other deific magics, and cannot be learned by any CA or transformed race. That is to say, original, in-package descendants only.

 


 

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[Art by Marissa Clement]

The Covenant

    Upon entering the service of Aeriel, one will become bound by Her covenant; strictures which elucidate the expectations the Aengul lays upon her mortal agents. These tenets, immutable and ever-binding, are innately known to all of her servants, and as such there is little room for forgiveness when transgressions occur. When one is in violation of the Covenant, they will find their powers weakened considerably. To flout the terms of the Covenant is to draw the ire of a god- however, it is not unheard of for a servant to return to the path, once they have undergone their due penance.

 

The Strictures of Aeriel

I. Compassion

“One will act with solicitude in the utmost, always. To inflict suffering upon others is to break one’s covenant with Her.”

I. The Servant shall never take a descendant life, except in self-defense.

II. The Servant shall refrain from engaging in violence, for every soul is sacred.

III. The Servant shall not involve himself in the conflicts of the mortal realms.

IV. The Servant shall not engage in the practices of torture.

Spoiler

- You may not intentionally commit murder, torture descendants, or otherwise cause suffering to innocents.

 

- You may not engage in random violence against people or animals. Cases of self defense are exceptions, as are beings who lack souls.

 

- You may not take part in wars, raid cities, engage in banditry, etc.

 

II. Sacrifice

“One will ever endeavor towards selflessness. To use Her gift to aggrandize the self is to insult Her.”

I. The Servant shall not use Aeriel’s gifts for personal gain.

II. The Servant shall not ignore the plight of those to those they might reasonably grant succor.

Spoiler

- You may not sell your abilities.

- You may not ignore people in need. This does not mean giving mina to every beggar, but rather no leaving injured characters to suffer/die if it can be avoided.

III. Vigilance

“One will hold duty to Her sacred above all else. To abandon one’s mission is to abandon Her.”

I. The Servant shall pledge their devotion to no being but Aeriel.

II. The Servant shall turn away from the distractions of politics in the name of duty.

III. The Servant shall not cavort with Her enemies, nor render aid unto them.

IV. The Servant shall make no attempt to subvert the natural order of life and death.

V. The Servant shall not distribute Her gifts unduly.

Spoiler

- You may not worship gods/entities other than Aeriel.

- You may not hold a political office.

- You may not knowingly fraternize with or assist practitioners of the dark arts, dark creatures, undead, etc.

- You may not use any means to circumvent death, for yourself or for others (i.e klones, machine-spirits, and so on).

 

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Contrition

(See: Rite of Contrition)

    In the event that one finds themselves in violation of Aeriel’s covenant, they open themselves to the possibility of being stripped of their gift. Compassionate as She is, however, the Aengul will allow Her servants a single opportunity to redeem themselves. This is, in all cases, achieved by partaking in a ritual of penance overseen by a masterful Enlightened, known as the Rite of Contrition. Firstly, the ceremony must be performed in an established Sanctuary, where Aeriel’s influence is at its most tangible. Then, the Penitent must confess to their transgressions and violations of the Strictures, after which the pair conducting the ritual must lay their hands upon them. What follows is a painful process in which the casters channel their Echoes into the Penitent's form, and burn a permanent marking into the skin, depicting their wrongdoings upon the flesh. This tattoo will glow a faint silver at all times, and cannot be removed; a constant reminder of the Penitent's failings. This rite will only work once, however, and some transgressions will never be forgiven. Should the Rite be attempted more than that by the same Penitent- or to repent for a sin beyond Aeriel’s forgiveness- they will instead experience a horrific shock, causing them to convulse and fall unconscious.

Spoiler

Redlines

  • The Strictures are the criteria for when an Enlightened can be disconnected (see Rescission).

  • If one is in violation of the strictures, their abilities and Echo pool will be reduced by 2 tiers. This reduction cannot drop them below tier 1, and does not stack for multiple violations. Their abilities will return to normal after completing the Rite of Contrition.

  • After undergoing the Rite of Contrition, one may not be disconnected for the offense in question. Think of this as a protection against double jeopardy. This does not apply to failed rites, however.

  • Contrition is not the electric chair, and won’t kill the Penitent in any circumstance.

 


 

Consecration

(See: Rite of Consecration)

    To be consecrated is to be connected with Aeriel’s blessing- to be raised to the station of one of Her mortal servants. Not just anyone may receive the blessing, of course, as not only will Aeriel refuse to bestow Her gifts to those corrupted by darkness, but She also will keep it from any who are not descendants, or descendants who have parted from their original mortal vessel. Though She is a compassionate goddess, She is a strict one as well, and will not accept those who do not abide by Her will. 

    Connection to a deific power is, in no small degree, a life-altering process, bringing change and otherworldly influence into their very soul. Firstly, it must be performed in a Sanctuary, where Aeriel’s influence can most easily reach Her aspiring servant. The Enlightened performing the Rite will begin the ritual by lulling the aspirant into a deep sleep, from which they may not be awoken by normal means. As they slumber, then, they will experience a vivid, striking dream, while in the waking world their form is enveloped in a shroud of Her essence which suffuses their being entirely. Within this dream, they are greeted by a motherly voice as they wander through a cold, blank place, which grows progressively more vibrant and warm as they move further through the vision. Finally, they arrive at the base of a hill, atop which sits a great tree of silver and porcelain. Here, the motherly voice imparts to the aspirant the strictures of Aeriel and accepts their oath of service in turn, after which the aspirant will awaken, forever changed.

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Rescission

(See: Rite of Rescission)

    In those most unfortunate cases where one of Aeriel’s servants has strayed too far from the path, has disobeyed Her tenets and forgone their oaths, their fellows may choose to invoke the Rite of Rescission. A deeply unpleasant ordeal for all involved, it is naught less than a punishment from an exacting mother. Requiring two masterful Enlightened with knowledge of the Rite to perform, the ritual begins with the Accused being restrained by whatever means the casters choose. Then, as the officiants recite the Canticle of Lament, and dictate the transgressions committed against the Strictures, the Accused will find their form wracked with pain and the air around them will grow unbearably hot. The Accused’s skin will begin to blister, and they will feel a searing pain within themselves unlike any imaginable as Aeriel’s blessing is quite literally ripped out of them. What will remain after the Rite’s completion is nothing but a constant sense of cold and desolation which never fades; the sensation of being abandoned by a divine.

Spoiler

Redlines

  • Connection may only be performed by those who have been taught the Rite of Consecration and have a valid TA.

  • Disconnection may only be performed by two Enlightened who have learned the Rite of Rescission.

  • Disconnection may only be performed for legitimate violations of Aeriel’s Strictures which have not been redeemed via the Rite of Contrition.

  • Once disconnected, a character may not be connected again.

  • One may not be disconnected for actions performed under duress.


 

Echoes of Compassion

    To fuel their gifts, the Enlightened draw directly from the portion of Aeriel’s essence that has taken root in their souls- an ever-active mote of divinity, akin to the Living Flame of the Ascended in its own way, though markedly different. It is this source that gives rise to the changes to Her servants’ appearance, as well as the metaphorical ‘battery’ that allows them to channel Her blessings. Its presence is constantly felt by the Enlightened- a ceaseless chorus of whispers in the back of the mind, nonsensical and unintelligible yet comforting, like the whispers of a loving mother. Many struggle with the ever-present nature of this white noise when starting on their journey in Aeriel’s service, but in time become inured to it. It is because of that whispering that the Enlightened have taken to calling their wellspring of power the Echoes of Compassion. Drawing from that essence, the Enlightened can mend the injured, give succor to the ailing, and bring ruin to Her enemies- and as one progresses to mastery, the well deepens. Yet, easily spent, the Echoes also present an obstacle; a limitation. Though they will passively regenerate over the course of the Elven Day, should one expend their capacity, they will become exhausted and be unable to cast until they have recuperated and regained their Echoes. Should they attempt to cast despite their exhaustion, the spell will fail, and they will most certainly fall unconscious.

 

Tier

# of Echoes

Tier 1

6

Tier 2

12

Tier 3

18

Tier 4

24

Tier 5

30

 

    When called upon for spellcasting, the Echoes will manifest in the wielder’s hands as a condensed ball of light, growing in size as greater quantities of energy are drawn forth. This light will take on a color specific to the caster- notably, the same color as the constant, dim glow of their eyes. This color most often is silver or occasionally a pale blue or purple, or in rare cases a light emerald hue. After being spent, Echoes will, as previously stated, slowly regenerate at a rate of 6 Echoes every 6 Elven hours, meaning a total of 24 may be regenerated in the course of one Elven Day.

 

The Echoes are called upon for all feats an Enlightened uses their gifts to perform, but their most direct, simple use is the harnessing of their raw power.

 

Evoked Echoes: Combative | Tier 1

By gathering a sufficient charge of Echoes, the Enlightened can launch a bolt of raw energy at a target, albeit with little to no spectacular effects beyond simple, blunt force and the sensation of a mild shock.

Spoiler

Mechanics:

Emote Count: 2 (1 Charging + 1 Release) | Range: 20 blocks

Echo Cost: 4

Effects:

Upon release, a condensed ball of echoes will rapidly launch itself towards its target. On contact, it will burst in a small shockwave of blunt, magical force, hitting hard enough to dent wood, shatter glass, or (if it strikes an unhelmeted head straight on) cause a concussion. It will also leave behind a mild numbness, unless it strikes an enemy weak to holy energies, in which case it will leave a seared burn. For flavor, one can shape the spell into a ball, a bolt, or a disc, but the effect will remain the same.

 

Redlines

  • Evoked Echoes will not do any form of piercing or slashing damage.

  • This spell cannot paralyze or ragdoll a person.

  • The force of this spell cannot, by itself, be lethal.

  • For creatures/entities with weaknesses to gold, this spell is the equivalent of being struck with an aurum weapon.

  • This spell cannot penetrate armor, however the force will still be felt.

 

Spoiler

Redlines

  • Echoes regenerate 6 hours after being spent, at a capped rate of 6 Echoes every 6 hours. This means that, if you spend 8 Echoes, it will take 12 hours to regenerate, and 18 hours for 12 Echoes, and so on.

  • Should one’s pool of Echoes fall to zero, they will become exhausted and be unable to cast until their Echoes have regenerated. Attempting to circumvent this in any way is to be considered powergaming.

  • Further, attempting to cast while exhausted will result in ten narrative minutes of unconsciousness.

  • The condensed ball of light is nothing more than a casting tell. It cannot be wielded combatively, except through the casting of Evoked Echoes. Additionally, because it is a casting tell, it cannot be hidden.


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Body, Soul and Mind

    Following connection, the being of the Enlightened immediately undergoes a mild transformation as Aeriel’s newly-rooted influence alters certain aspects of Her new servant’s appearance. Most notably, the eyes change in hue and take on a faint glow, swapping either to silver or, in less common cases, any number of blue, purple or green pastels. This glow and color change is mostly superficial, and yields no particular benefit; however, it does brighten when the Enlightened channels his or her abilities. Additionally, some Enlightened may find that, as their mastery of their gifts deepens, their hair slowly fades to a stark platinum color, though this is not the case for all.

    Unlike their Aerielian predecessors, the Ascended, these servants are not granted the gift of immortality, nor an immunity to poison. They do, however, benefit from a sort of spiritual fortification which protects their soul from harm, and prevents them from being transformed into, among other things, corcitura or fjarriagua. But the Aengul’s influence on the soul does not end at the metaphysical, of course. It also has a profound impact on the mind of the servant. 

    As Aeriel’s Strictures engrain themselves into the very foundations of the mind, the Enlightened progressively comes to feel their pull near-constantly. A greater sensitivity to emotion, for example, drives the servant to act with greater empathy, and an innate draw towards duty keeps one focused on the greater mission of their patron. Some, of course, view these passive reminders as more of a constant nagging, and may become irritable until they find a suitable distraction. Additionally, as they become more focused on their duties- more caught up in the morbidity of it- they often become emotionally detached, and somewhat cold in demeanor.

Spoiler
  • The glow of the eyes does not grant any benefits to vision, nor may it be used in a combative sense.

  • An Enlightened is unable to be given transformative curses such as Corcitura, Frost Witch, Silit, etc.

  • An Enlightened will die at the standard age for their race.


 

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[Art by Phil Byers]

The Sanctuary

(See: Create Sanctuary)

    Aeriel’s sanctuaries are blessed land; places where Her servants have allowed Her presence to be felt most keenly. Created by the Enlightened to facilitate their works, the Sanctuary is a place of peace. Within its bounds, one feels a constant sense of calm that can soothe even the shortest of tempers, and the Enlightened are able to more effectively make use of their gifts, uninterrupted by strife. To establish such a foothold requires no small amount of energy, and no small quantity of Echoes besides. Firstly, of course, a location is needed. To create a Sanctuary requires an area of decent size, ideally a structure where it can be protected from the elements and those who might disturb its peace. A single Enlightened is capable of creating a Sanctuary that is 15-by-15 meters in size, and a fellowship of five Enlightened is capable of creating a large Sanctuary measuring 45-by-45 meters. In any case, once the location has been chosen, an altar must then be erected in the center of the space, and all participants in the ritual must focus their abilities on it. Over the course of several minutes, the gathered Echoes of the Enlightened will solidify, forming into a small, crystalline tree- of a sort, anyway, as crystal formations are hardly reliable and can grow in unpredictable ways. This crystal structure, glowing with pale, shifting chromatic light, acts as the anchor of the sanctuary, and is the source of its power. Should the crystal be broken- a difficult but certainly possible task- the Sanctuary will become dormant and need to be reestablished. For this reason, Sanctuaries are often carefully guarded.

 

Wards of the Enlightened

    One of the greater benefits of the Sanctuary, the Enlightened may, periodically and for a significant cost, activate a boon, the effects of which are felt everywhere within the boundaries of the blessed ground. These boons, though not the most potent, are quite practical, and clever servants of the Caretaker of Souls can use them to great benefit when timed correctly. These wards, as they are called, are activated by providing a given amount of Echoes to the Sanctuary’s anchor. Though any amount of time can be taken to collect the necessary charge for a given ward, its effects will not be felt until the full cost is met and the ritual completed. Once the ritual begins to cast a new ward, the ward in use will be deactivated.

 

Splendor Unwavering | Cost: 40 Echoes || Duration: Indefinite

  This ward envelopes the Sanctuary in a pale, argent glow, keeping the area illuminated as though lit by a full moon, piercing even through the deepest of conjured obscurements. A thin, flowing mist, as well, will gather and spread across the ground in outdoor areas, and will spill inwards over the sills of open windows. 

 

Mender’s Mercy | Cost: 50 Echoes || Duration: 3 Elven Days

  When under the effect of this ward, those taking respite within the affected Sanctuary will find their wounds healing slightly more quickly, and their pains reduced by a gentle numbing sensation. Enlightened within the Sanctuary, meanwhile, will be able to cast restorative abilities for half the Echo cost while the Ward is active. This ward is particularly useful when the Enlightened of the Sanctuary must heal a significant volume of patients.

 

Inhibition | Cost: 75 Echoes || Duration: 3 Elven Days

  A boon for controlling chaos within the Sanctuary, this ward targets those practitioners of other magics who attempt to channel their abilities within its area of effect. Small, ephemeral orbs of light will float harmlessly through the air, and when connecting, casters will be met with a sudden, stunning jolt to interrupt their concentration. This has diminishing effects, however, and any given caster will only be interrupted a single time before becoming inured to further shocks.

Spoiler

Redlines

  • The Sanctuary anchor cannot store a stockpile of echoes. It will only accept echoes once the ward ritual has begun, and will stop accepting them once the ward is activated.

  • If a Sanctuary is, for some reason, rendered dormant mid-ritual, contributed echoes are lost.

  • A Sanctuary may only have one active ward at a time, and a roleplay sign must be placed near the Sanctuary Anchor indicating which ward is currently in use.The previous ward will be deactivated when the ritual to put up a new one begins.

  • The light created by Splendor Unwavering will not cause blindness. It is effectively bright moonlight. It will, however, dissipate magical darkness or fog conjured in its radius.

  • The healing acceleration from Mender’s Mercy will allow injuries to heal only slightly faster than normal, meaning a minor injury may heal in a narrative day or two on its own, and more significant wounds will be similarly reduced relative to severity, up to 1 OOC day for an extensive wound that has received treatment. It is not instant healing, nor will it prevent scarring or disfigurement. Refer to the wound classifications included in the spell Mend for this purpose.

  • Pain reduction from Mender’s Mercy may not be used to not feel pain or ignore the limitations inflicted by injuries.

  • After the first shock caused by Inhibition, a character will become more tolerant of subsequent shock, preventing them from being stunned further. Further, the shock will not, in any circumstance, be lethal.

 

Spoiler

Redlines

  • Sanctuaries do not prevent dark creatures from entering, nor can they be turned against visitors in any way.

  • The sense of calm a Sanctuary gives will not create a space where violence is impossible. It just chills people out.

  • Sanctuaries require some sort of notice to mark their boundaries, whether that be a sign or a region greeting, or what have you.

  • One player may only establish one active Sanctuary at any one time. For the purposes of this, when creating a Sanctuary in a group, one player is marked as the primary caster in the ritual to whom the sanctuary will be attributed.

  • If a Sanctuary is abandoned for a prolonged period of time, it may be rendered dormant at ST discretion.

  • If a Sanctuary’s anchor is destroyed or disabled, the sanctuary will be rendered dormant. It can be repaired if the ritual is cast again, however.

  • The Sanctuary Anchor requires an ST locked sign to mark its location.


 

The Alleviation of Torment

    There is no task more important to the mission of the Enlightened than ensuring that the souls of the living remain uncorrupted, that no darkness might take root in them and warp that precious gift. To that end, Aeriel’s blessed are granted the ability to remove such taint from mortalkind, and cleanse their souls of unholy torments; the ritual of Alleviation. Performed within one of Aeriel’s Sanctuaries, the ritual begins with the subject being brought before Aeriel’s altar where they will be directed to lay upon whatever surface is available. As the spell is charged, the target will be enveloped in a shroud of silver, akin to a moonlit mist, and their limbs will seize once the charge is released. In the moments following, a cold unlike any other will take hold as the darkness within is scrubbed from the soul. When the ritual has concluded, the newly-cleansed individual will be left numbed but terribly exhausted from the ordeal.

 

Alleviate: Non-Combative | Tier 3

There comes a time in the career of Aeriel’s servant where they may be asked to free a victim from a curse or similar ailment. The Enlightened has the power to oblige such a request, but it comes at a significant cost to cast and requires no small amount of endurance on the part of the subject. In the process of being liberated from their torment, the subject will be temporarily paralyzed and will experience a most taxing ordeal.

Spoiler

Mechanics:

Emote Count: 4+ (2 Charging + 2 or more Action) | Range: Touch

Echo Cost: 15

Effects:

After the caster has focused their Echoes on the subject to be cleansed, the patient will be immobilized and their form wracked by the sensation of terrible cold and electric shocks. Over the course of the ensuing emotes, the affliction will be pulled from their being and destroyed, and their soul cleansed. After this, the patient will be temporarily soothed by a gentle numbness, but will be rendered exhausted for the next 2 narrative days. 

 

Redlines

  • Alleviate cannot be used to ‘spook test’ or metagame in any fashion, and will only have effect on a revealed dark creature.

  • Alleviate can only be used on people. Cursed items of all sorts are unaffected.

  • Cannot reverse permanent transformations such as Frost Witch, Siliti, etc.

  • The resultant exhaustion cannot be bypassed by any means.

  • This spell can only purge those curses/afflictions which are stated to be curable by deific means in their lore. In the event of a lack of clarity (i.e, no definitive statement on curability here or in the curse’s own lore) the matter will be left to ST discretion.

  • There is no upper limit to emote count to allow for RP as complex as players would like, only a minimum requirement of 4 emotes.

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Absolution

    Just as a damaged painting may be beyond restoration, so too are some souls corrupted beyond the Enlightened’s ability to cleanse. In such an event, Aeriel has revealed to her faithful a most drastic course of action: the Rite of Absolution. Requiring the combined effort of multiple casters, the Enlightened may enact a final mercy upon a corrupted enemy. The casters, first, form a circle around the restrained target, and begin to channel their abilities. Once the casters have contributed the requisite Echoes to the ritual, a column of stark, silver light will surround the target’s form. The following moments, then, are perhaps an act of abject cruelty from some perspectives. To Aeriel and her servants, however, it is considered a mercy without equal. As the column of light brightens, the subject begins to slowly be pulled apart piecemeal, atomized and reduced to a pile of colorless dust over the course of several agonizing seconds. The ritual, ideally, will remove the tainted soul from the mortal plane, but it is not a perfected practice, and those with a talent for averting death may very well return.

 

Rite of Absolution: Non-Combative | Tier 5

In the ultimate display of a harsh mercy, the Enlightened may enact a rather drastic, ritualistic execution to excise corruption from the world. Due to the high casting cost and extreme results of the ritual, however, it is rarely invoked.

Spoiler

Mechanics:

Emote Count: Freeform | Range: n/a

Echo Cost: 90

Requires at least 3 Casters

Effects:

Over the course of the ritual, a restrained target will be surrounded in a column of silver light, and will be progressively torn apart and reduced to a fine, colorless dust.

 

Redlines

  • This is simply a flavorful method of execution for dark beings, and by no means necessitates a PK. For the sake of death & resurrection clauses such as those found in the lore for siliti and fjarriagua, this death is the equivalent of being burned alive.

  • There is no emote requirement for this ritual, however it should be reasonably long in the name of providing effortful, quality roleplay.

  • Will not affect a descendant with an untainted soul.

  • To be executed in this manner, all parties involved must agree that the target has been defeated and has no means of escape. That is to say, the target must be restrained or incapacitated, and reasonably close to the casters.

 


 

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The Tolling of Eternity

    In their worship of their divine matron, the Enlightened additionally pay due reverence to Her silent servant in the world beyond, Sokar. To Aeriel’s most faithful, this guide of wayward souls is emblematic of the more solemn of their duties: the silencing of the fallen, and the assurance of the finality of death. Souls must not remain in the realms of the living, and those that linger must be ushered out- forcefully, if necessary. To this end, and drawing inspiration from Sokar’s bells of legend, the Enlightened conceived of a new way in which they might utilize their gifts: by fashioning bells of their own. These enchanted instruments, wrought of silver and blessed with Aeriel’s merciful light, allow Her servants to act as shepherds themselves, in a manner alike to Sokar’s own ways.

 

Bell Creation: Non-Combative | Tier 3

To enact the sacred tones of the Bells of Sokar, one must first fashion a Blessed Bell for themselves. Using a bell of silver which has been properly prepared to accept the Enlightened’s blessing, Aeriel’s servants can create an instrument whose chime can both rally the spirits of comrades and sow dread in the bones of the enemy.

Spoiler

Mechanics:

Emote Count: Freeform | Range: n/a

Echo Cost: 18

Effects:

Using a silver bell, an Enlightened may perform a small, freeform ritual to suffuse the bell with Echoes of Compassion, and ‘awaken’ it for use as a Blessed Bell. Upon completion of the ritual, the bell will be bound to its creator, and may be used for the ability ‘Bells of Sokar’. When rung, a silver, glimmering mist will trail behind the instrument.

 

For flavor, a player may choose to have their bell hover over their hand rather than holding it to ring it, or they may have the bell float into their hand. However they cannot telekinetically manipulate or throw it.

 

 

Redlines

  • Blessed Bells require an ST signature.

  • An Enlightened may only have one bell bound to them at any one time.

  • A bell may only be used by its creator. No sharing.

  • An Enlightened may fashion a new bell at any time, provided they have the means, however their previous bell will be deactivated.

  • A bell is not granted any special strength, and may be destroyed in any manner that a mundane silver bell might be.

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The Bells of Sokar

    Through the use of the Blessed Bell, the Enlightened may direct their will and their Echoes into it to create resounding, haunting knells in an invocation they reverently refer to as the Bells of Sokar. Though it is viewed as a single ability, it would perhaps be more apt to think of the invocation as three separate techniques, all falling under one umbrella. An homage to the bells wielded by the eponymous shepherd herself- Astaerel the Weeper, Kibeth the Walker and Saraneth the Binder- the invocation can create three different tones, each of which bears its own effects on those who hear its toll.

 

The Sacred Tones

The Toll of Astaerel: Versatile | Echo Cost: 7 Echoes

  Sounding as the clarion chiming of a chapel bell, the sound reaches out to the very souls of those gathered around it. When the bell's chimes have sounded thrice, those who stand without darkness in their being will find their spirits rallied, while those who have averted the finality of death will feel a sense of dread tug at their forms; a reminder of the grim inevitability of its cold embrace.

Spoiler

Emote Count: 4 (1 Charging + 3 Ringing) | Range: 20 Block Radius

Effects:

After the third ring of the Blessed Bell while channeling this invocation, regular descendants in range will have their spirits lifted, and undead of all varieties will experience a sense of pervasive dread seeping into their being.

 

Redlines

  • Does not impart any strength increased, resistances, or invulnerability. Only a sense of resolve.

  • Conversely, also imparts no weaknesses nor detriments, and does not cause undead to flee involuntarily. Only a sense of dread.

 

The Toll of Kibeth: Versatile | Echo Cost: 15 Echoes

  Ringing with the high-pitched hymn of a handbell, the third chime of this toll will call a sense of order to all around it, be they pure or impure. Affected individuals will be, for a time, stripped of their voice, and be unable to lift a weapon without the skin of their hand boiling and blistering. In this moment, an Enlightened may find the opportunity to mediate and avert undue loss of life.

Spoiler

Emote Count: 4 (1 Charging + 3 Ringing) | Range: 10 Block Radius

Effects:

After the third ring of the Blessed Bell while channeling this invocation, all individuals in its radius will be unable to speak, and touching a weapon will burn the hands, even through armor or gloves. This effect will last for a period of 5 emotes, or for five narrative minutes. An individual may break from this effect with 2 emotes of conscious effort.

 

Redlines

  • Burns caused by weapons will not do any disfiguring damage, it is just incredibly unpleasant.

  • Affected characters’ voices and ability to wield weapons will return after the invocation’s duration has ended, or after the 2 emotes of conscious effort have been taken.

  • Cannot end combat in progress. It is preventative only.

 

The Toll of Saraneth: Versatile | Echo Cost: 20 Echoes

  When invoked, a deep, thundering tone will resound, its rolling echo felt in the gut of every person and creature in its range. On the third peal of this sepulchral call, lingering phantoms will feel a strong tug at the core of their being before being pulled out of the mortal coil and into Ebrietæs; banished, for a time. Corporeal undead, meanwhile, will feel the forgotten sensation of pain, their joints aching, what remains of their skin burning; the feeling of their being attempting to break away from the world.

Spoiler

Emote Count: 4 (1 Charging + 3 Ringing) | Range: 5 Block Radius

Effects:

After the third ring of the Blessed Bell while channeling this invocation, ghosts caught in its radius will be banished to Ebrietæs for 1 OOC day, after which they may return. Physical undead, meanwhile, will be rendered susceptible to the sensation of pain and the possibility of exhaustion for the remainder of the combat encounter.

 

Redlines

  • Banishment does not necessitate a PK, however the banished player may PK if they choose to.

  • One cannot banish what they cannot see. Do not metagame the presence of invisible ghosts.

  • Will not destroy physical undead outright, nor do they lose any strength. They will still need to be ‘defeated’ in a conventional sense.

Spoiler

Redlines

  • Only one Toll may be used at a time.

  • Tolls will not affect Animii (with the exception of Machine Spirits), golems, atronachs, Sorvians or similar non-undead constructs which lack souls.

  • A Toll requires three consecutive, uninterrupted emotes of ringing the Blessed Bell for the invocation to take effect.

 

 


 

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[Art by Tamás Patkós]

Abilities

    The abilities of the Enlightened are easily split into two broad categories: restorative spells, and utility spells. Restorative spells are those that use Aeriel’s blessing to mend what is broken- to stitch wounds, and to give respite to the ailing. Utility spells are those with a more practical purpose, such as combative spells, or the Rites of Consecration and Rescission.

 

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Restorative

Mend: Non-Combative | Tier 1

Mending is the ability most associated with the restorative arts. With the proper application of their skills, the practitioner can heal injuries and wounds with relative ease. Naturally, the more practiced the caster, the greater their curative powers become, allowing those who have mastered the art to heal the harshest of wounds.

 

Spoiler

Mechanics:

Emote Count: 3+ (2 Charging + 1 to 5 Action) | Range: Touch

Echo Cost: Varies

Effects: 

Being the basis of the Enlightened’s restorative abilities, Mend is a versatile ability which can treat minor, moderate and extensive injuries, albeit with varying degrees of cost. On a basic level, however, regardless of severity, the spell is cast in the same way. After imbuing the requisite amount of Echoes into a water medium, the Enlightened focuses their energy onto the affected area. Then, through their will to heal, they can stitch the wound closed over the course of several narrative minutes. Below is a list detailing the severities of injuries, and the associated costs to heal them.

 

  • Minor injuries are just that, small cuts or punctures that affect only a small portion of the body. Minor stab wounds, small cuts, and arrow punctures count as minor injuries. To heal a minor injury, 1 Echo is spent.

  • Moderate injuries are those that affect a significant portion of the body, such as large lacerations and burns. To heal a moderate injury, 5 Echoes are spent.

  • Extensive injuries are the most severe of injuries. Such extreme cases require 10 Echoes, and will require additional assistance from practical medicine and possibly multiple sessions to heal. Without medical treatment, these injuries will, at most, only be stabilized for 3 OOC hours. 

  • Mortal wounds are those which will inevitably cause death, such as major damage to vital organs, near decapitations, and so on. These cannot be healed.

 

Severity

Examples

Minor

Single stab wound

Small cuts

Arrow Punctures

Moderate

Large Lacerations

Second Degree Burns

Severed Phalanges 

Extensive

Major Gashes/Gouges

Degloving/Flaying

Third Degree Burns

Severed Limbs

 

 

Severity

Cost to Mend

Minor

1 Echo + 3 Emotes

Moderate

5 Echoes + 5 Emotes

Extensive

10 Echoes + 7 Emotes

 

 

 

Redlines

  • Mend cannot be used to heal fatal wounds or conditions (for example a damaged vital organ), nor can it heal broken bones.

  • Mend will leave scars in much the same way that any natural healing process would, as it is, at its simplest, an acceleration of recovery.

  • This spell cannot reattach or regrow lost body parts, only heal the wounds created by their loss.

  • Extensive injuries cannot be healed by Mend alone, and will require the use of practical medicine to treat fully. 

  • Stabilized injuries will not allow the patient to get back into the action immediately. It simply reduces bleeding for a time. Should the subject engage in a physical activity more strenuous than walking, the wound will reopen.

  • Imbued water cannot be stored, and will lose its restorative properties after casting has ended.

   
   
   
   
   
   
   
   

Cleanse: Non-Combative | Tier 2

For those ailments that take root beneath the surface- sickness and toxin- the healers of the Enlightened at first thought their abilities to be lacking. Yet with time and patience, they found that with some dedication, they could stave off fevers and even draw venom from wounds.

Spoiler

Mechanics:

Emote Count: 4 (2 Charging + 2 Action) | Range: Touch

Echo Cost: 7 

Effects:

By pricking the skin with a needle, and then concentrating their energies on the site, the Enlightened can draw ailments from the body’s humors. With a single treatment, they can break a fever, draw the venom from a wound, or even cure a hangover, and over the course of three treatments they can cure a person of a mundane disease, such as a cold or similar ailment. They cannot, however, purge the body of any curses, magical diseases, or potent toxins such as Azhl or Thanhic poisoning.

 

Redlines

  • Cleanse cannot cure magical diseases or curses, or purge non-mundane toxins from the body.

 

Fortification: Non-Combative | Tier 3

Useful for defending allies who do not share in the same blessings as the Enlightened, this spell allows an individual’s soul to be shielded from warping curses for a time.

Spoiler

Mechanics:

Emote Count: 3 (2 Charging + 1 Release) | Range: 5 Blocks

Echo Cost: 5

Effects:

Upon casting, the target will be protected from certain magical curses for a period of 1 OOC day. Those curses that do try to take root in the recipient will simply fizzle out. Notably, however, the Enlightened’s preventative abilities are far outshined by their curative powers, and there are a number of afflictions which may bypass the barrier created by this spell.

 

Redlines

  • Will not protect against Witch Doctor hexes, blood magic ensorcelling, or malflame burns and resultant curses. Further, it will not protect against afflictions taken on willingly, such as Frost Witch cursing.

  • Will protect against necromantic plagues, cursed idols, and Mystic Hexes.

 

Inviolate Shroud: Non-Combative | Tier 3

To ensure the sanctity of the dead, and ensure that their remains may never be corrupted by unholy tampering, the Enlightened may use this spell, surrounding the form of a fallen descendant in a protective shroud.

Spoiler

Mechanics:

Emote Count: 3 (2 Charging + 1 Release) | Range: Touch

Echo Cost: 20

Effects:

When the spell is released, a glimmering sheen will cover the remains, protecting them from being reanimated by any means, mundane or magical, and will prevent the spirit that once inhabited the vessel from returning. If cast on an urn containing ashes, the lid will be sealed and become impossible to open without destroying the urn. With a single casting, the effect will persist for 3 OOC days. Two castings will render the protection permanent.

 

Redlines

  • Bodies affected by this spell are unable to be reanimated by necromantic means, and cannot be used in the Mystic’s Rite of Beseeching.

  • The shroud will remain in place for 3 OOC days. This may be made permanent if the same caster performs the spell a second time on the same remains.

  • The shroud will fail if the remains or the vessel containing them are destroyed. For example, if the body is cremated, the urn is shattered, or what have you.

  • Will not, of course, prevent monk resurrection or the revival of creatures with their own resurrection clauses.

 

Gentle Departure: Non-Combative | Tier 4

When cast upon a person on the verge of passing, this spell will numb their wounds and ease their mind, granting the mercy of a peaceful death even to those felled by the harshest of wounds. Upon completion of the spell, the recipient will find their limbs entirely numb, their pain replaced with a gentle warmth, and their breathing steady.

Spoiler

Mechanics:

Emote Count: 3 (2 Charging + 1 Release) | Range: Touch

Echo Cost: 6

Effects:

By allowing one’s Echoes to flow into the body of a person who is dying, the caster can ease the pains of death; the recipient’s limbs will become numb and immovable, their breathing will slow, and their thoughts will be dulled. This spell cannot, in any sense, save a person from dying, and only removes the pain. Furthermore, it will only work when cast upon a person who is dying, otherwise having no effect.

 

Redlines

  • This spell cannot be cast in combat.

  • The caster must be touching the recipient.

  • The spell can only be cast on a dying person. If cast on someone who is not wounded, it will have no effect whatsoever.

  • The recipient of the spell will be completely immobilized, assuming they are not already. Under no circumstances will this spell allow a wounded person to continue fighting. Furthermore, due to this paralysis, the person will be unable to speak more than a few stammered words.

 

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Utility

Resplendence: Combative | Tier 2

A spell designed to ward off agents of decay and illuminate darkness, this power allows the caster to create a sphere of blessed light overhead. Radiating out from this sphere comes a pleasant, cleansing light which causes pain to nearby dark enemies, illuminates shadows, and imparts a comforting sense of peace to those of untainted soul who gaze upon it.

Spoiler

Mechanics:

Emote Count: 3 (2 Charging + 1 Release) | Range: 5 Block Radius

Echo Cost: 4 

Effects:

This spell creates an orb of light which floats above the caster's head or hand, from which waves of light pulse outward for 3 emotes. These waves will cause a sensation akin to sunburn when they come in contact with any dark being, and a gentle warmth when they touch a normal descendant. Additionally, the orb will cast a light in the area with the same strength as a common lantern.

 

Redlines

  • Created light will be no brighter than a lantern. It will not cause blindness.

  • Cannot burn enemies to ash or anything of the sort. It’s just a spicy sunburn.

 

Remonstrance: Combative | Tier 4

The proverbial ‘shot across the bow’, this spell’s primary function is to serve as a warning of sorts. Releasing a charge of energy, a wave of force and pulsing light radiate outward in a radius around the caster, singeing and briefly disorienting those caught in its area of effect.

Spoiler

Mechanics:

Emote Count: 4 (3 Charging + 1 Release) | Range: 4 Block Radius

Echo Cost: 10

Effects:

When the charged spell is released, a corona of light will travel 4 blocks outward in every direction around the caster. This light will sting the skin of beings it touches, akin to a mild electric shock, and rattle them briefly, rendering them stunned for 1 emote. Dark beings will experience a burning sensation in the same vein as the effect in the spell Resplendence. Additionally, as the spell has force, small, loose objects in the vicinity will be pushed outward as if hit by a shockwave, though they will not be launched with any considerable force.

 

Redlines

  • Clutter and items moved by the force of this spell will not be thrown with enough force to do any damage.

  • Light created by this spell does not cause blindness, temporary or otherwise.

  • This spell cannot be thrown or directed at a target. All individuals within the radius, ally or otherwise, will be affected.

  • Will not turn your enemies into ragdolls.

  • Cannot burn enemies to ash or anything of the sort.

 

Create Sanctuary: Non-Combative | Tier 5

This ability is used to establish a foothold for Aeriel on the earth; a place where Her followers may more easily tap into Her influence, and where Her enemies fear to tread.

Spoiler

Mechanics:

Emote Count: 5+ | Range: Area

Echo Cost: 20 (Per caster)

Effects:

This spell creates a Sanctuary, as detailed in the Sanctuary subheading. With greater numbers of casters, groups can create larger Sanctuaries. Further, sanctuaries may be upgraded as the number of Enlightened operating there increases.

1 Caster: 15x15 block area

2 Casters: 25x25 block area

5 Casters: 45x45 block area

 

Redlines

  • There is no hard number of emotes required to create a Sanctuary, however it should reasonably be at least five, as it is a process requiring several narrative minutes of focus.

 

Rite of Consecration: Non-Combative | Tier 5

A ritual which all Enlightened have seen firsthand, this rite allows a master to bring their student into the fold as one of Aeriel’s servants.

Spoiler

Mechanics:

Emote Count: 3+ (Freeform) | Range: n/a

Echo Cost: 20

Effects:

By calling upon Aeriel’s blessings within one of Her sanctuaries, a teacher can impart a connection to a student. Refer to the Consecration subheading for further details.

 

Redlines

  • This Rite is available only to those who have been taught it.

  • One must learn this Rite in order to make a TA.

 

Rite of Rescission: Non-Combative | Tier 5

When drastic measures must be taken, two masterful Enlightened with knowledge of this rite may strip the Accused of their blessing, casting them out of Aeriel’s service permanently.

Spoiler

Mechanics:

Emote Count: 3+ (Freeform) | Range: n/a

Echo Cost: 20 per Caster

Requires Two Casters 

Effects:

Two casters restrain the Accused and recite the Canticle of Lament, a prayer in which the violations of the Strictures are dictated, after which the process of disconnection begins. Refer to the Rescission subheading for further details.

 

Redlines

  • Players may not be unduly disconnected.

  • This Rite is available only to those who have been taught it, and their MA must be updated to reflect this.

 

Rite of Contrition: Non-Combative | Tier 5

A ritual for seeking forgiveness, this spell allows an Enlightened to undergo penance for violations of Aeriel’s Strictures. When complete, the Penitent will be marked with a glowing, silvery tattoo as a permanent reminder of their failings.

Spoiler

Mechanics:

Emote Count: Freeform | Range: Touch

Echo Cost: 16

Effects:

This spell will scorch a tattoo onto the flesh of a Penitent, and mark them as having been forgiven for their misdeeds, thus protecting them from disconnection. See the Contrition subheading for further detail.

 

Redlines

  • This spell may only be used on any given person a single time.

  • At ST discretion, an individual’s creed-breaking may be deemed too severe for forgiveness, rendering the spell ineffective.

 

Spoiler

Miscellaneous Abilities

The following are miscellaneous flavor abilities which are not significant enough to be included in the main list, and exist entirely for aesthetic roleplay. Their inclusion here is, for the most part, just intended to add a little bit of flesh to the magic’s bones. They are in no way combative, are available at Tier 1, and offer no benefits.

 

Tattoos: An Enlightened may use their Echoes to decorate their bodies with silvery, glowing tattoos. These tattoos are purely aesthetic, offer no boons, and cause no detriments. This ability can only be used on oneself.

Dancing Wisps: The Enlightened may, as an idle action, conjure small nodes of light, about the size of a golf ball, which they can manipulate as they like, whether that be for juggling or allowing them to hover around the character. Each node of light will persist for three emotes before dissipating harmlessly.

 


 

Tier Progression

 

Tier 1

+ Evoked Echoes

+ Mend

 

6 Echo Capacity

 

Achieved upon MA acceptance.

Tier 2

+ Cleanse

+ Resplendence

 

12 Echo Capacity

 

Achieved after 1 week. (1 Week total.)

Tier 3

+ Alleviation

+ Fortification

+ Inviolate Shroud

+ Bell Creation

+ Bells of Sokar

 

18 Echo Capacity

 

Achieved after 2 weeks. (3 Weeks total.)

Tier 4

+ Gentle Departure

+ Remonstrance

 

24 Echo Capacity

 

Achieved after 6 weeks. (9 Weeks total.)

Tier 5

+ Create Sanctuary

+ Rite of Absolution

+ Rite of Consecration

+ Rite of Rescission

+ Rite of Contrition

 

30 Echo Capacity

 

Achieved after 7 weeks. (16 Weeks total.)

 


 

Purpose

    This was written primarily as a passion project of mine. For a while now, I have been interested in the idea of an Aeriel-centered magic, and so this idea has seen a few iterations in my Google Drive. This particular write, however, is quite different from other versions I’d concocted. I struggled, initially, with the task of setting it apart from Paladinism, which covers a rather broad domain as far as holy magic goes. However, what I came to in the end, I hope, strikes an interesting narrative niche.

 

    The Enlightened have been written with two primary goals in mind: firstly, to fill more of a priest or monastic type of aesthetic, and secondly, to produce something that, while being a successor to the Ascended, remains distinct from it. Relatively pacifistic and rather lacking in the way of offensive capacity, they are designed more in the vein of a support class, focusing on healing and protective abilities over combative ones. In deliberate efforts to distance the magic from Paladins and Templars, I avoided knightly or warrior-archetype inspirations, and instead tried to create something more akin to, as the phrase went when I was pitching the concept, “Grave domain cleric meets Priest of Meridia.” Ultimately, the hope was to create something that was thematically appropriate to Aeriel which also stood apart and was distinct from other holy magics.

 

Credits

Astria - Writer

Hyperdron - Proofreader, Suggestions, Respectable Englishman

Valannor - Idea Spitballing

TheBlackBobRoss - Idea Spitballing

Nikophos - Feedback, Many Suggestions, New(er) Player’s Perspective, uses the word ‘chutzpah’

Askuzai - Proofreader, Suggestions

VictoriaMinaj - Feedback, Suggestions, Unironically sent me the phrase ‘live, laugh love’

DixieDemolisher - Timed me out of Discord chat for DMing him the google doc.

Non-LotC Friend Alena - Provider of Bias-Free Ideas

 

Lore Referenced:

https://www.lordofthecraft.net/forums/topic/141038-aeriel-aengul/

https://www.lordofthecraft.net/forums/topic/178233-shelved%E2%9C%93-the-ascended-the-tears-of-aeriel-rewrite/?tab=comments#comment-1676784

https://www.lordofthecraft.net/forums/topic/159076-shelvedthe-agents-of-the-archaengul-ascended-rewrite-ii/?tab=comments#comment-1505111

https://www.lordofthecraft.net/forums/topic/154494-%E2%9C%93-the-patron-of-endings-sokar/


 



 

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It's been a blast being an absolute menace in the doc comments, best of luck getting this through!

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Very long and drawn out, a painful experience to read through. My eyes bleed now. +1

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7 minutes ago, VictoriaMinaj said:

 

? this doesn't fall under the embargo restriction

I thought anything related to deity magics was embargoed? Or did that finally end

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beautiful piece, great format!

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Just now, King_Kunuk said:

I thought anything related to deity magics was embargoed? Or did that finally end

"-All existing deities / Aengudaemonica and Pantheon [This also includes creating new deific magics with entities that have not had long histories w/ magic. Xannic, Tahariae and Aeriel magics and subtypes will be reviewed. Any others will be denied on the basis of the re-formatting of the pantheon]"

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yesss!

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Put that back where it came from or so help me

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The vague requirements around disconnection should be clarified or (preferably) removed, looks like an attempt to have chaos disconnect while also ensuring certain players can hide behind ooc rules.

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ok but can the new ascended do more than erp 

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3 hours ago, Kujo said:

The vague requirements around disconnection should be clarified or (preferably) removed, looks like an attempt to have chaos disconnect while also ensuring certain players can hide behind ooc rules.

Admittedly, disconnection/rescission (whichever you'd like to call it) is the section I spent the least amount of time on, as I added it due to its necessity. So I am more than content to revisit it. Are you referring to (as I am assuming) Contrition? That was mostly an attempt to implement what I thought would make an interesting "redemption" mechanic. Though, I do see in hindsight how it could be rather easily abused, so it may be better off being axed, I suppose. If my assumption is wrong, though, and you're referring to something else, do clarify for me. In either case, I'll look into revisiting it, as I said.

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